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Echo5Hotel

HALO/HAHO visual issue

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I have been creating a mission that involves a HAHO insertion right at the beginning of the mission. When I am viewing the mission through just a single players eyes all of the playable units are in the correct freefall position. When I actually tested it with other players last night however, it looks as if "I" am the only one in a freefall position while the others are in a standing position while falling. My players all said they had the same experience where it appeared to them that they are in the correct position while the rest of us were falling feet first. Does anyone have an idea on how I might rectify this? Little details like this in my missions irritate me to no end and cause my PTSD to flare up to the point where I think my face is going to implode. :crazy_o: LOL!

The code I am using in the init field for the start of the driop for each of the members of the group is:

this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; this flyinheight 3000; this setvelocity [0,0,0]; [this] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

Thanks for any help.

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The bis HALO fnc does not broadcast the animations globally. If you are using CBA, you can use the CBA global execute function the execute it globally, otherwise its PVEHs.

Example:

"JTK_Call_PVEH" addPublicVariableEventHandler {((_this select 1) select 0) call ((_this select 1) select 1)};//In the mission init.

this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1500]; this flyinheight 3000; this setvelocity [0,0,0]; [this] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

JTK_Call_PVEH = [_unit,(compile "_this switchmove 'HaloFreeFall_non'")];

publicVariable "JTK_Call_PVEH"

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Thank you for your reply and please forgive me for my ignorance...Do I put all of that into each halo jumpers init box? And I have to be using CBA in order for it to work globally? Again, my apologies for my ignorance, it has been quite a few years since I use to do mission editting and I am getting deeper into it now than I had before and learning a lot. Again, thank you for your help.

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My bad did not read carefully, your calling it from the init of each unit so the mission starts with the HALO. The issues in this case is not locality, instead its an issue of timing. Since its in the init line, the code is being called from the global (i.e) the editor, so you can forget the whole PVEH/Global execute thing. Instead, try the following:

_nil this spawn {
sleep 1;
[_this] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";
};

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Thanks Kempco. Sorry to seem so dense, do I put that in the init field of each unit HALOing? If so do I pout it in place of the command I was using?

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Thanks Kempco. Sorry to seem so dense, do I put that in the init field of each unit HALOing? If so do I pout it in place of the command I was using?

Yes, that would go in the init of each unit.

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Thank you again. I will not get to test it until I get some of my guys together again to run it in MP. I am getting an error of "Missing ;" when I try putting that in the init though. I tried playing with some of the spacing but that did not seem to help.

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sorry, missing "="

_nil [color="#FF0000"]=[/color] this spawn {
sleep 1;
[_this] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";
};

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Unfortunately it did not seem to work. It still has everyone except for the person that is viewing it as standing in the typical ready stance rather than being in the HALO position. The person that is doing the viewing (when viewing third person) is spread out correctly. I know it seems like a trivial thing but I would like it to be visually pleasing as this ads to the coolness factor of course. :-) Any other thoughts on why this might be happening and how it might be rectified?

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